Commit 4d782730 by Geoff Lang

RenderTarget11::get* calls no longer add references to the D3D resources.

Issue #451 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang
parent 4c09586e
......@@ -403,36 +403,18 @@ ID3D11Resource *RenderTarget11::getTexture() const
return mTexture;
}
// Adds reference, caller must call Release
ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const
{
if (mRenderTarget)
{
mRenderTarget->AddRef();
}
return mRenderTarget;
}
// Adds reference, caller must call Release
ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const
{
if (mDepthStencil)
{
mDepthStencil->AddRef();
}
return mDepthStencil;
}
// Adds reference, caller must call Release
ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
{
if (mShaderResource)
{
mShaderResource->AddRef();
}
return mShaderResource;
}
......
......@@ -29,16 +29,9 @@ class RenderTarget11 : public RenderTarget
virtual void invalidate(GLint x, GLint y, GLsizei width, GLsizei height);
// Adds reference, caller must call Release
ID3D11Resource *getTexture() const;
// Adds reference, caller must call Release
ID3D11RenderTargetView *getRenderTargetView() const;
// Adds reference, caller must call Release
ID3D11DepthStencilView *getDepthStencilView() const;
// Adds reference, caller must call Release
ID3D11ShaderResourceView *getShaderResourceView() const;
unsigned int getSubresourceIndex() const;
......
......@@ -1045,9 +1045,6 @@ bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
mDepthStencilInitialized = true;
}
SafeRelease(framebufferRTVs);
SafeRelease(framebufferDSV);
return true;
}
......@@ -1597,8 +1594,6 @@ void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *
clearParams.colorClearValue.blue,
clearParams.colorClearValue.alpha };
mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
framebufferRTV->Release();
}
}
}
......@@ -1636,8 +1631,6 @@ void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *
UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
framebufferDSV->Release();
}
}
}
......@@ -2686,7 +2679,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
if (!storage11)
{
source->Release();
ERR("Failed to retrieve the texture storage from the destination.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2694,7 +2686,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
if (!destRenderTarget)
{
source->Release();
ERR("Failed to retrieve the render target from the destination storage.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2702,7 +2693,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
if (!dest)
{
source->Release();
ERR("Failed to retrieve the render target view from the destination render target.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2718,9 +2708,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
destFormat, GL_NEAREST);
source->Release();
dest->Release();
return ret;
}
......@@ -2751,7 +2738,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
if (!storage11)
{
source->Release();
ERR("Failed to retrieve the texture storage from the destination.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2759,7 +2745,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
if (!destRenderTarget)
{
source->Release();
ERR("Failed to retrieve the render target from the destination storage.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2767,7 +2752,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
if (!dest)
{
source->Release();
ERR("Failed to retrieve the render target view from the destination render target.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2783,9 +2767,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
destFormat, GL_NEAREST);
source->Release();
dest->Release();
return ret;
}
......@@ -2816,7 +2797,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
if (!storage11)
{
source->Release();
ERR("Failed to retrieve the texture storage from the destination.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2824,7 +2804,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
if (!destRenderTarget)
{
source->Release();
ERR("Failed to retrieve the render target from the destination storage.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2832,7 +2811,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
if (!dest)
{
source->Release();
ERR("Failed to retrieve the render target view from the destination render target.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2848,9 +2826,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
destFormat, GL_NEAREST);
source->Release();
dest->Release();
return ret;
}
......@@ -2897,7 +2872,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
if (!dest)
{
source->Release();
ERR("Failed to retrieve the render target view from the destination render target.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
......@@ -2913,9 +2887,6 @@ bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &so
bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
destFormat, GL_NEAREST);
source->Release();
dest->Release();
return ret;
}
......@@ -3087,7 +3058,6 @@ bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned
{
ID3D11Resource *textureResource = NULL;
colorBufferRTV->GetResource(&textureResource);
colorBufferRTV->Release();
if (textureResource)
{
......@@ -3409,6 +3379,18 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
bool result = true;
RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
if (!drawRenderTarget)
{
ERR("Failed to retrieve the draw render target from the draw framebuffer.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
if (!readRenderTarget)
{
......@@ -3423,7 +3405,6 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
{
ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
unresolvedResource->Release();
if (unresolvedTexture)
{
......@@ -3443,29 +3424,20 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
else
{
readTexture = readRenderTarget11->getTexture();
readTexture->AddRef();
readSubresource = readRenderTarget11->getSubresourceIndex();
readSRV = readRenderTarget11->getShaderResourceView();
readSRV->AddRef();
}
if (!readTexture)
if (!readTexture || !readSRV)
{
SafeRelease(readTexture);
SafeRelease(readSRV);
ERR("Failed to retrieve the read render target view from the read render target.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
if (!drawRenderTarget)
{
readTexture->Release();
ERR("Failed to retrieve the draw render target from the draw framebuffer.");
return gl::error(GL_OUT_OF_MEMORY, false);
}
ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
bool wholeBufferCopy = readRect.x == 0 && readRect.width == readRenderTarget11->getWidth() &&
readRect.y == 0 && readRect.height == readRenderTarget11->getHeight() &&
drawRect.x == 0 && drawRect.width == drawRenderTarget->getWidth() &&
......@@ -3523,9 +3495,6 @@ bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::R
SafeRelease(readTexture);
SafeRelease(readSRV);
SafeRelease(drawTexture);
SafeRelease(drawRTV);
SafeRelease(drawDSV);
return result;
}
......
......@@ -157,9 +157,6 @@ void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget1
gl::GetFormat(source->getInternalFormat(), mRenderer->getCurrentClientVersion()),
GL_LINEAR);
}
SafeRelease(sourceSRV);
SafeRelease(destRTV);
}
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment